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Khan's Path

#12
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The second map is very depressing.
You get a level 10 hero, let him become level 14, and give him the Armor of the Forgotten Hero.

The army consists of a bunch of infantry and very few ranged units.
You need to clear a territory full of crossbowmen, monks, and griffins, while somehow maintaining combat effectiveness.

The hero is just completely useless. Well, he has stats, even good ones: 13-9-7-6, considering the armor (which is supposedly not bad).
But all he can cast with his own hands are two spells that are just useless garbage.

In the first mission, I removed everything except for 1 point in Strength for the wolves; there were too many. On the first location, there are 3 obelisks, one of which is buried so deep that you can't reach it. First, you fight goblins, and luckily, you manage to recruit most of them. Then, trappers join, and only then can a decent hero fight imps, because there's simply nothing else.

On the second location, I destroyed the city, but there are 2 obelisks, one under the griffins and the other under the monks. It seems like you can't go back there, and where will you get troops after these battles?
Even a battle with infantry swordsmen results in a 1-5 goblin loss in the best-case scenario. How is this supposed to work, or is it not meant for Heroic difficulty?

At least give him a decent spell, or a Factory, or do I have to replay the first mission and get Defense and Luck along with the existing Attack, and preferably with Luck as well? This is if we don't take into account that from the very beginning, one loot slot is occupied by a useless anti-summoning item.

The hero seems good, but without spells, without machines, without an army, and with practically only infantry, he's clearing the location, and every minor battle is a manual fight, and you have to replay if you lose.